Staves of Etherium

Name of Magic; Staves of EtheriumType/Subtype of Magic; HolderCurrent Rank; SDescription; A magic that Mako adopted after losing his ability to cast his signature magic. Though the world uses many types of holder magic, Mako was most keen on using the most common tool of a wizard, the staff. Mako knew that a requip magic would be ideal for this form of Holder magic but found himself incapable of using magic in that way. Unlike lacrima staves used by most other wizards these staves all carry a unique magic, so when held by Mako they respond to his particular magic energy, and although each staff is singularly purposed to only cast a single spell or grant singular types of abilities, they respond to the wielders Magical potency. Though Mako was drained of his ability to use Caster style magics, the fact that he was once able to makes this a very unique Magic type. Somewhat different than other casters who use the Magical Staves type Holder magic. Mako either found, purchased, commissioned, or made all of the Staves in his collection and personally attuned them to his magical energy. Staves are the ultimate in holder magic for casters with high spell power, and are the signature weapons of great Magi, though arguably wands make a close second. Additionally by using the staves magic Mako has found a way to create spells with differing effects.

Information;

Strengths- VersatilityGives the caster access to a large variety of Magical abilities without forcing them to learn multiple magical abilities

-Potent MagicUnlike many forms of holder magic this ability does not utilize the physical forms of fighting for many reasons, as such the potency of the magic in the staffs is higher than normal holder magics.

-BalancedHas a good variety of Offensive, defensive and supportive Magics available to him due to the variety of magics among the staves

Weaknesses-FrailThe staffs are not the most durable of weapons in existence and cannot handle a great deal of damage.

-EnchantmentIf a staff is broken Mako loses access to the magic that staff held until it is fixed.

-EquippingUnlike requip magic the user must carry all of his staves around with him where he goes and must switch between them on the fly without aid.

Traits;-Master of Staves- Mako's personal skill grows with the staves as he grows more adept at using them.At D rank, may only use one staff at a time and must be held. At C rank you may use two staves but those staves must be held in each hand. At B Rank the staves become attuned to him, all staves 1 rank below his highest can be called to him from 10 feet away. the staff will come him at a speed equal to his spell power. At A rank a caster can use staves without holding them activating them remotely but may only have 2 staves active. At S rank the caster can activate up to 3 staves simultaneously, with up to 2 being remote activation.

-Attunement- The Staves feed off of Mako's magical energy making the effects of each staff more powerful the more powerful Mako is. For each Rank above D the staves magic will increase slightly, making for increased effects. The effective increase will be listed in the staff description.

-Item carrier-Even though the Staves are considered items, they are unique wherein they do not count against item limits on a person and don't have to be paid for unless they are broken. However a caster cannot have other weapons or armor on their person.

-Staff Spell-In addition to being able to use the staves for their abilities, Mako can also channel the magical energy from the Staves to cast his own spells that vary in effect. These are called staff spells and work by activating a set amount of Staves without using their effect to channel into Spell effects that Mako chooses.

Rank D spells:

Name of Spell;Staff of RejuvenationType; SupportRank; DDescription; This staff can be used to rejuvenate the caster or allies. And a shower of light and magical energy heals small wounds for each turn of concentration. The staff is close to 5 feet long and has blue orbs on the top end of it. When activated the staff heals everyone it is able to. It heals small wounds and scrapes on its first round, proceeding to heal major and serious wounds on its second stage and then healing major wounds if held on a target for a full 3 posts. Additionally it recovers the magic energy of anyone affected by its magic. The magic only affects those in a 15 foot radius.Information;Strengths - When activated the target heals wounds each post it is used until they are fully healed. It can be stopped early for partial healing. 1st post superficial wounds are closed. 2nd post major wounds on the body are completely healed. 3rd post Mortal wounds and internal injuries as well as lost limbs are reattached. Additionally, this can reverse sickness, for each post the target no longer feels the effects of any sickness until dispelled.-Recovers 10% of a persons Magical energy every round they are healed by the staff- Heals 1 person at D rank, 2 people at C rank, 3 people at B rank, 4 people at A rank, and maxes at 5 people at S rank.Weakness- Costs the user an extra 5% magical stores to use- non offensive- Very very high cooldown cost.Effects;Duration: Up to 3 postsCooldown: 3 posts per post maintained.

Name of Spell; Staff of DefenseType; DefensiveRank; DDescription; This staff enhances the users defense hardening their skin, and is capable of creating magical shields that can be used to protect himself and others. The user can place a 5 foot diameter glowing wall up anywhere in the nearby vicinity, the wall's strength is equal to the casters Magical Defense and is made of a very tough form of magic. To break completely the attack must exceed the wall health by 20 points. The staff is only 4 ft long and has a thick wooden end on it.Information;Strengths-While the wielder holds this staff his endurance is increased by 20-The shield remains in place until broken or dispelled.- The wall gains a +5 to magical defense for every rank above D. C= +5, B=+10, A=+15, and S=+20Weakness-Does not gain the endurance boost if the shield wall is used, and is lost until the wall is destroyed or dismissed-High Cooldown-Non offensiveEffects;Duration: Sheilds remain until dispelled or attacked. 1 post to activateCooldown: 7 posts from point of casting shield

Name of Spell;Staff of StrikingType; Offensive, PhysicalRank; DDescription; This is a staff with the specific design of being used as a weapon. It does not cast spells like the other staffs but is sturdy enough to block attacks and use as a weapon. Made from an extremely light yet sturdy form of steel that is capable of folding into being the size of a small rod. It has a 1 foot blade that magically extends from the bottom edge when the weapon is extended. Overall the staff is 5 feet long with the blade extension. It channels powerful enhancements to the wielder. This weapon also has a devastating finisher which can be used once per postInformation;Strengths- The staff augments the users strength and agility passively when held. +30 to strength and agility-The staff is hard and is treated for all intents and purposes like a weapon- You can add your spell power to a single strike once per post.

Weakness- Still vulnerable to being broken by higher power weapon using magic.-It has no spell effects or abilities like the other staffs- striking ability is once per postEffects;striking abilityDuration: 1 postcooldown: 3 posts

Name of Spell; Staff of Rapid BarrageType; Offensive, Mid RangeRank; DDescription; This staff fires a rapid barrage of 1 foot spherical magic missiles at the enemy, the missiles fire toward the same target and home toward that target but can still miss, and explode on impact with a surface. They come from the head of the staffInformation;Strengths-The orbs are made of pure energy and the attacks deal normal damage- The amount of orbs produced are equal to 2 x the wizards rank. meaning 2 at d, 4 at c, 6 at B, 8 at A and 10 and S.- Semi homing adding +20 dex to hitWeaknesses-The orbs are basic magic and cannot destroy the ground or buiildings bursting on impact-The orbs have no special strengths against elements-this power can damage allies or even Mako himself Effects;Duration: 1 post Cooldown: 2 posts

Rank C Spells:

Name of Spell; Staff of ThunderingType; offensive/ point blankRank; CDescription; When this staff strikes it releases a loud thundering boom capable of cracking and shattering anything it connects with. The loud thunderous waves emit such a massive resonance that it can shatter massive hunks of earth in large areas, or can do a high pitched whine capable of shattering small amounts of metal such as weapons and armor. The staff is 5 feet long.Information;Strengths- Shatters hard surfaces when it comes in contact with them, spanning from putting 10 foot cracks in the earth or shattering a weapon-Strong against steel and iron-Strong against plants and earth

Weakness-Does nothing to air-Does nothing to water-Requires close proximity and can backfireEffects;Duration: One postCooldown:3 posts

Name of Spell; Staff of Illusory Projection Type; SupportRank; CDescription; Channeling the magic in the staff one can project images of himself in the nearby area or long distances to people or locations the user has a strong tie to, (guild hall, guild members, or spouses) If used in close proximity the images are semi real thus must be dealt enough damage to be taken out, though they cannot cast magic unless receiving a staff from the real one, and even then no higher than D rank. The Illusions endurance is equal to the users magical defense. Can make 1 extra illusion at A rank. 2 in total. Additionally, the user can channel an image of themselves to allies or locations at any point in the world. The illusions must stay within 5 feet of the person or location it is projected to and may not cast any spells. They appear as the users face and body but the user can alter its clothing. Long distance projections are entirely incorporeal and cannot interact with its surroundings. The user can see everything the projection can see.Information;Strengths-Makes additional targets in combat-great for communication across long distances-allows for multiple attacks

Weakness- can only be used once per post-support spell that has minimal uses in combat-high concentrationEffects;Duration: Until broken or dispelledCooldown:Can only be used once per post

Name of Spell; Staff of Fiery PowerType; OffensiveRank; CDescription; This staff offers the wielder mastery over fire. Whilst holding this staff you are capable of resisting fire magics by 30 points. Additionally, the staff can be used to manipulate any fire in your vicinity(10 feet radius from you at the center) to your will, altering its course or just simply snuffing it out. The staff can create a small amount of fire that burns extremely intensely. This fire can be eaten by dragon slayers, and give them double the effective spell level when devoured. The fire is always a bright yellow with orange in it and can be up to 10 feet long and 5 feet high, which can be shaped however the user wants.Information;Strengths-Protects against fire-allows you to manipulate fire and turn it back on the caster-Creates a very hot and powerful source of fire

Weaknesses-Only works against fire-Slayers can eat it gaining double the spell pool-all fire made and manipulating can still burn the userEffects;Fire CreationDuration:3 postsCooldown: 4 PostsFire manipulationDuration: Up to 3 postsCooldown: One post for each post it is maintained.

Rank B spells:

Name of Spell; Staff of EnchantmentType; SupportRank; BDescription; The staff, once activated emanates a light blue glow out to 10 feet diameter per rank above B. 10 ft at B, 20 ft at A and 30 ft at S rank. Any ally including the caster within this glowing aura receives a bonus to stats. They caster will choose Magical or physical, depending on what is chosen they will gain a +50 to the corresponding stats. With Strength, Endurance and Agility being physical and Dexterity, spell Power and Magical defense. This bonus can be taken away from anyone as the caster sees fit.This staff is 6 feet long.Information;Strengths-Gives bonuses based on spell power-Affects allies-Long durationWeakness-High Cooldown-limited area of effect-non offensiveEffects; Duration:6 posts Cooldown: 8 posts

Name of Spell; Staff of DisenchantingType; SupportRank; BDescription; The red aura from this staff creates a draining effect on any enemy within the aura, the aura goes out to 10 feet per rank above B( 20feet at A rank, and 30 feet at S rank.) The user chants either Magical or Physical, after chooosing enemies within the light will have their stats debuffed by -50 with the corresponding stats based on selection. Strength Agility, and ENdurance for physical and SPell Power, Dexterity and Magical Defense for Magical, To a minimum of 0.Looking similar this staff is also 6 feet longInformation;Strengths-Doesnt harm self or allies-Can be a strong equalizer for the user cancelling buffs-High durationWeaknesses-as long as enemies are outside aura its ineffective-Non offensive-high cooldownEffects;Duration: 6 postsCooldown:8 posts

Name of Spell; Staff of Mental AptitudeType; SupportRank; BDescription; The staff glows providing the user with several benefits. It can link the user telepathically with up to 3 allies. (4 at A rank and 5 at S rank). For as long as the user has the staff active. Additionally it can be used to prevent mental intrusion from outside sources as long as it is held. Finally it gives the user the ability to scan a persons surface thoughts for information(this ability is a non PvP ability) allowing the holder to adjust the memories found as they see fitInformation;Strengths-Protects the holders mind- allows telepathic communication out to a high range-allows user access to information that would otherwise be difficult to attainWeaknesses-has no combat usages-mostly just for NPC's-very powerful mental magic can still break through the shieldingEffects;Duration:as long as staff is heldCooldown: none

Rank A Spells:

Name of Spell; Staff Spell: Pillar JumpingType; SupportRank; ADescription; Mako activates a staff in his range (close) on the battlefield, and instead of using its actual effect he can instantly transport himself to that Staffs location. The staffs magic is temporary used up and goes on cooldown though it is different from its own cooldown from using its effect. Mako cannot teleport to a staff that is cooling down from either a Staff Spell effect, or its own effect.Information;-Allows for short range teleportation-High speed movement-doesn't need an actual staff to castWeakness-Must have a fully charged unbroken staff somewhere on the field-uses up staff activation-must leave staff vulnerable to possible breakingEffects;Duration: 1 postCooldown for caster on spell: 1 postCooldown for staff after teleporting to it: 2 posts

Name of Spell; Staff of the ArchmageType; SupportRank; ADescription; Activating this staff sends out a charge from it using the power of itself to recharge the other staves in your repertoire. By activating this staff you can choose to either lower the cooldown of all staves that are on cooldown by 1 or you can instantly cooldown one staff. The staff or staves being affected needs to be within 10 feet of you. Additionally you can break this staff to unleash all of its magic instantly cooling down every staff in your possession, but at the cost of not using the staff again. This ability works on staves affected by staff spells.this staff is 7 feet tall

Name of Spell; Staff of PowerType; OffensiveRank; SDescription; The caster decides a point within their range, by pointing this staff at that location they are capable of unleashing a massive magical explosion that is capable of disintegrating everything within that area of effect. The explosion starts at about 10 feet on the first post but ends up growing out to 50 feet on the second. The massive growth of the explosion makes it extremely hard to dodge. Additionally it isn't fired so it cannot miss, unless the opponent dodges. The explosion is a light blue glow that eradicates anything caught within the blast. Despite its rapid growth the area of eruption produces a strong magical energy and a change in air density making it easy to sense. The damage produced is lethal damage and neither the caster or his allies are immune to this damage.The staff is 7 feet long

Information;Strengths-High damage-Large area-Centered on a point so doesn't miss like a fired weaponWeaknesses-Easy to predict-Can hurt allies and caster-Effects;Duration:2 postsCooldown: 4 posts

Name of Spell; Staff of the MagnusType; Offensive/Long rangeRank; SDescription; When activated the tip of the staff releases 5 rays of light that fly incredibly fast through the air in the direction of their target. Not all 5 rays have to be fired at the same target. The rays are semi corporeal and will go through Non magical surfaces to reach their target. If topped by a magical effect such as a wall or barrier unless it is S rank it will be dispelled but the ray will cease its flight. However these rays don't do any actual damage as their sole purpose is to drain magical energy. So upon connecting with a form of magic it will dispel it if the rank is below S, additionally if it connects with a Magical person or entity each ray will drain 20% of that persons magical stores, if drained the caster of this spell will gain half of what was taken (10%). The rays fire in a straight line however and if they miss any targets they will fly until out of range and dispel themselves.The rays do not have to be fired at the same time or target but must all be fired in the same post.This staff is 6 feet long

Holder Magic, is a magic that requires an item or weapon as a medium to cast your spells. That item can be broken or stolen and is incredibly important to a user of this type of magic. Each user of holder magic is granted an item that ranks up with you. However, if the holder item were to be broken in battle whether it be hit by a higher ranked spell or hit by a higher rank holder item, it can be repaired at the cost Jewels.